Innmates new and old once again I'm looking for someone to join my high lvl 2nd Edition AD&D game The Trilogy War. Its the longest running game at the Inn going on 12 years at the end of August.
All I ask is that you be able to post at least once a week and be willing to take over the below character until such time in the future where a character of your own creation can be brought in. It's a great game and I give it 100% so come and try it out. I hope to talk to you soon
RANGER/CLERIC
PLAYER: OPEN
RACE: Human
GENDER: Male
HOMELAND: Myasith
WORLD: Trilogy
AGE: 29
HAIR: Sandy brown
EYES: Hazel
HEIGHT: 5' 10"
WEIGHT: 255
LEVEL: 12/11
ALIGNMENT: Neutral Good
XP: 1,280,500 / 830,000
NEXT LEVEL:1,500,000 /900,000
STR: 18(00) To Hit: +3 Damage: +6 Max Press: 195 WGT:70 BB/LG:10% OPDRS:9
DEX: 17 React Adj: +2 Missile Adj: +2 Defense Adj: -3
CON: 16 HP Adj: +2 System Shock: 95% Resurrection Survival: 96%
INT: 14 #Lang: 4
WIS: 18 Mag Def: +4 Bonus Spells: 2,1st/2,2nd/1,3rd/1,4th
CHA: 10 Loyality Base: +0 React Adj: +0 Max Henchmen: 4
SAVING THROWS
Para/Poison/Death Magic: 6
Petrification/Polymorph: 9
Rod/Wand/Staff: 10
Breath Weapon: 9
Spells: 11
SPECIES ENEMY: Giants (+4 to hit vs.)
ANIMAL COMPANIONS
None
COMBAT
HIT POINTS: 87
Base THACO: 11
Base Melee: 6 (Primary) 7 (Secondary)
Base Missile: 7
ARMOR CLASS: -4
Armor Worn: +3 Elven Chainmail of Elemental Resistance (Fire/Cold)
(Grants the wearer 50% Resistance to fire and cold based attacks both Magical and mundane. This resistance is added to any saving throw vs. Breath or spell.)
Bracers of Ogre Power
(Grants 18/00 STR)
Cloak of Displacement
(-2 to AC)
Dusty Rose Prism Ioun Stone
(Gives wearer +1 to AC)
WEAPON PROFICIENCES
Bastard Sword
Sword: Khopesh
Hand Axe
War Hammer
(Composite) Long Bow
Dagger
Spear
Sling
NON-WEAPON PROFICIENCES (3 left)
Blind Fighting
Endurance
Reading/Writing [Tribal Language]
Riding Land Based
Language, Ancient
Religion
NATIVE LANGUAGES
Common
Tribal Language
Elven
Dwarven
Halfling
Giant
RACIAL BENEFITS (Human)
None
CLASS ABILITIES: (Ranger)
When wearing studded leather or lighter armor may attack two handed without penalty.
When wearing studded leather or lighter armor the ranger gains the skills Move Silently and Hide in Shadows.
Gains Tracking for free improves by +1 for every 3 levels has earned.(+3 Bonus)
Limited Animal Empathy
Gains priest spells of the Animal and Plant sphere's (at 8th LvL).
CLASS ABILITIES: (Cleric)
Has access to all spell spheres Clerical.
Turn Undead.
May use magical items per class.
SPELLS ALLOWED PER LEVEL (Cleric)
1st: 7 / 2nd: 6 / 3rd: 5 / 4th: 4 / 5th: 2 / 6th: 1
SPELLS ALLOWED PER LEVEL (Ranger)
1st: 2 / 2nd: 2 / 3rd: 1
SPELLS GRANTED/PRAYED FOR (Cleric)
1st LvL: Create Water / Cure Light Wounds / Invisibility to Undead / Light / Locate Animals or Plants / Remove/Cause Fear / Sanctuary
2nd LvL: Aid / Chant / Enthrall / Flame Blade / Produce Flame / Speak with Animals / Spiritual Weapon
3rd LvL: Continual Light / Cure Blindness or Deafness / Prayer / Stone Shape / Water Breathing
4th LvL: Cure Serious Wounds / Neutralize Poison / Reflecting Pool / Tongues
5th LvL: Cure Critical Wounds / Raise Dead
6th LvL: Blade Barrier
SPELLS MEMORIZED (Ranger)
1st LvL: Entangle / Pass without Trace
2nd LvL: Trip / Produce Flame
3rd: Summon Insects
THIEF SKILLS (per Ranger)
Move Silently: 77%
Hide in Shadows: 94%
TURNING UNDEAD
Skeleton or 1 HD: D*
Zombie: D*
Ghoul or 2 HD: D*
Shadow or 3-4 HD: D
Wight or 5 HD: D
Ghast: T
Wraith or 6 HD: T
Mummy or 7 HD: 4
Specter or 8 HD: 7
Vampire or 9 HD: 10
Ghost or 10 HD: 13
Lich or 11 HD: 16
Special**: 19
WEAPONS
+3 Khopesh of Giant Slaying
(Rime) SM/Med:2d4+9 LG:1d6+9 ATKS:3/2
(+5 vs. Dragons & Doubles all damage vs Cold based Creatures)
+2 Khopesh of Elemental Slaying
(Reason) SM/Med:2d4+8 LG:1d6+8 ATKS 3/2
(+4 vs. Elementals & Doubles all Damage vs Fire based creatures) The two swords are a matched set
Vorpal Defender of Multiplication +4: SM/Med: 1d8 +10 LG: 1d12+10 ATKS:3/2
( Acts Just like a normal defender/vorpal bastard sword in that some, all, or none, of its +4 can be added to AC and acts like a vorpal weapon all respects. However when commanded bastard sword splits into 2 +2 short swords of Sharpness) 2 +2 Throwing Daggers SM/Med:1d4+3 LG:1d4+3 ATKS:3/2
(one in a sheath hidden near the back of the belt, the other concealed in a sheath just inside his left boot)
EQUIPMENT
Duffel Bag
Bedroll
Lantern
Pen and Ink
Leather-bound diary
Money pouch
1 lb Jerky
Flint & Steel
100ft Rope
Grappling Hook
Change of clothes
Potion Extra-Healing
Rod of Security
(Each time a charge is expended, this item creates a non-dimensional space, a "pocket paradise." There the rod's possessor and as many as 199 other creatures can stay in complete safety for a period of time, the maximum being 200 days divided by the number of creatures affected. Thus, one creature (the rod's possessor) can stay for 200 days; four creatures can stay for 50 days; a group of 60 creatures can stay for three days. All fractions are rounded down, so that a group numbering between 101 and 200 inclusive can stay for one day only. In this "paradise,'' creatures don't age (except from magical causes such as the casting of a wish spell), and natural healing and curing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved, so that protection from the elements is not necessary. Activation of the rod causes the wielder and as many creatures as were touched with the item at the time of use to be transported instantaneously to the paradise. (Members of large groups can hold hands or otherwise touch each other, allowing all to be "touched'' by the rod at once.) When the rod's effect is cancelled or expires, all of the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for "re-entry."
The rod can be recharged by the joint efforts of a priest of 16th or higher level and a wizard of 18th or higher level.)
Anklets of Walking:
when locked this anklet allows the wearer to walk upon any fluid ~Water, Oil, Acid, etc~ without actually touching it. One anklet can support 500pds 2 anklets can support 1000pds.)
Fang of the Nosferatu:
( +4 Dagger of hardened steel with strange flowing symbols etched into the blade. Groves filled with crushed ruby dust giving the appearance of having been written in blood. The handle is wrapped in old pebbled black hide. On command wearer can shapechange into a wolf or a bat gaining each creatures abilities while retaining AC and HP‘s)
ITEMS WORN
+3 Elven Chainmail of Elemental Resistance (Fire/Cold)
Bracers of Ogre Power
(Silver Valknut, holy symbol of Odin. Worked into the straps of his bracers)
Cloak of Displacement
Ring of the Ram
(The wearer can cause the ring to give forth a ram-like force, manifested by a vaguely discernible shape which resembles the head of a ram or goat. This force strikes one target for 1d6 points of damage if one charge is expended, 2d6 points if two charges are used, or 3d6 points if three charges (the maximum) are used. The ring is quite useful for knocking opponents off walls or ladders, or over ledges, among other things. The force of the blow is considerable, and a victim who fails to save versus spell is knocked down. The range of this power is 30 feet.
In addition to its attack mode, the ring of the ram also has the power to open doors as if a person of 18/00 Strength were doing so. If two charges are expended, the effect is as for a character of 19 Strength, and if three charges are expended, the effect is as if a 20 Strength were used. Magically held or locked portals can be opened in this manner.)
Ring of Regeneration
Contacts of Infravision/Heat vision
(Allows Infravision as Elf and heat vision) (60')
Silver and Yellow Topaz brooch in the shape of a raven, affixed at the neck of the cloak (375 GP)
Breeches
Leather Belt
ITEMS CARRIED
+3 Khopesh of Giant Slaying
+2 Khopesh of Elemental Slaying
+4 Vorpal Defender of Multiplication :
2 +2 Throwing Daggers.
SPENDING MONEY
125 GP
BACKGROUND